Traditional fantasy roleplaying games

Tag Archives: Apocalypse World

When an Apocalypse World character makes the read a sitch move, they ask the referee some questions (from a list; for example: where’s my best escape route?) that grant some information about the immediate situation. The player rolls +sharp, which basically means makes an intelligence check, and gets to ask a number of questions proportional to degree of success, with misses triggering complications or hazards. Superficially, the implementation of this move seems in line with the fictional perspective of the character, especially taking into consideration the low bandwidth of information flow between referee and player. That is, it gives the player character the benefit of the doubt regarding an ability to—sometimes—accurately assess, for example, which enemy is the biggest threat. So far so good. However, read a sitch leans subtly away from the norm in traditional play, which involves the referee first sketching a situation and then the players focusing in on particular aspects and requesting elaboration.

Consider the following traditional play conversation. Referee: The room is drenched in preternatural gloom and formed like an inverted square pyramid, with four tiers descending to a central pillar which stretches to the ceiling and is hung with mouldering but detailed tapestries. Player: I look more closely at the tapestries; what do they depict? Referee: They depict symbols that look like funnels, and spidery—probably arcane—script that… (make an intelligence check since you know some magic—okay, success?) …binds a curse to the buried structure. What do you do?

Now consider the read a sitch approach to information exchange. Frame the scene as above, interpret preternatural gloom as a charged situation, and call for the move. The player succeeds to the degree affording a single question and asks who’s in control here. The ref explains about the tapestry and the curse (the person in control is long dead, but the curse legacy remaining is close enough). I’ve truncated the description the second time around, but assume the Apocalypse World play interaction is similarly evocative—as it easily could be.

There are still some subtle differences between the two approaches. First, the menu of questions gently nudges players to think about a particular set of possibilities. This has some similarities to declaring skills on a character sheet such as hear noise or find traps, though with a finer grain and more social quality. Second, and more of a departure from the traditional query loop, answers to the Apocalypse World questions provide less ambiguity regarding the import of the details. Rather than describing a curse and letting the players decide what they want to make of it, the referee might say the curse represents the greatest immediate danger. Rather than describe a storm drain, the referee might tell players that the storm drain would be the best escape route. That is, the referee ends up presuming the meaning of details rather than describing concrete aspects of the fictional world.

The information is still from the perspective of the characters, and the move avoids providing the player with details that would be unavailable to the character in the game world’s immediate fictional context, but the move pushes the referee and player to interact on a level of meaning separate from immediate concrete fictional details. One might be tempted to see this as advancing a particular plot. Instead, I suggest that the difference has to do with fictional epistemology, by which I mean the degree of certainty a player has regarding the shared conception of the fictional world. Like most dimensions of play, rather than a simple either/or dichotomy, this is more of a spectrum, with the norm in trad play biased toward concrete details and the move under discussion here injecting more unambiguous meaning.

Here’s the text of the move, if you want to do your own close reading:

Read a sitch

When you read a charged situation, roll+sharp. On a hit, you can ask the MC questions. Whenever you act on one of the MC’s answers, take +1. On a 10+, ask 3. On a 7–9, ask 1:

• Where’s my best escape route / way in / way past?
• Which enemy is most vulnerable to me?
• Which enemy is the biggest threat?
• What should I be on the lookout for?
• What’s my enemy’s true position?
• Who’s in control here?

On a miss, ask 1 anyway, but be prepared for the worst.

Reading a situation can mean carefully checking things out, studying and analyzing, thinking something through, or it can mean a quick look over the wall and going by gut. Depends on the character.

As MC, sometimes you’ll already know the answers to these and sometimes you won’t. Either way, you do have to commit to the answers when you give them. The +1 is there to make it concrete.

Spring sudden unhappy revelations on people every chance you get. That’s the best.

The core of The Master of Ceremonies chapter involves three agendas and 11 principles, where agendas are the abstract goals of play and principles are means, or methods, that further the agendas. The three agendas apply 100% to OSR play (text of agendas from 2E, p. 80):

Make Apocalypse World seem real

Make the players’ characters’ lives not boring

Play to find out what happens

If anything, the third agenda is the single most important aspect of open-ended, exploration focused play. Whether you are exploring a dungeon, crawling hexes, or even engaging in palace intrigue, the most rewarding OSR play for me starts with a setting backdrop, some situations in motion, some randomly determined events, and a sequence of player choices about what to investigate or ignore. Setting backdrop includes elements such as fictional locations and random encounter tables. Events include particular random encounters that happen, reaction rolls, and even the positive or negative outcomes of combats. Then, that mix determines fictional developments, alliances, and ultimately some form of emergent narrative. This requires some discipline, or at least trust that such juxtaposition will lead to engaging play. As Apocalypse World directs (2E, p. 80):

It’s not, for instance, your agenda to make the players lose, or to deny them what they want, or to punish them, or to control them, or to get them through your pre-planned storyline (DO NOT pre-plan a storyline, and I’m not fucking around).

The other two agendas are also central to OSR play for me. Make the world seem real means that when adventurers retreat from a dungeon, monsters may learn. The same tactics should work less well the second time. Intelligent denizens will remember being wronged—or helped. Retainers will betray characters if poorly treated (with appropriate foreshadowing or communication between referee and players, of course). Developments occur offscreen, especially regarding threats telegraphed but ignored, such as unchecked goblin raiding leading to food shortages. And so forth. Making the world seem real drives adventures and makes player choices matter.

I can see the objection already: all this is just common sense, there is nothing specifically OSR about this approach to refereeing; there may not even be anything specific to Apocalypse World. But I disagree. These agendas do not apply to all games. If you are playing a Pathfinder Adventure Path, the game—the place where player choices matter—is not so much in playing to find out what happens. Instead, the game challenges player skill in crafting effective builds and in tactical battlefield teamwork. There exist other reasonable high level goals of play which diverge from these agendas as well. For example, there are some RPGs where maintaining the sense of a world in motion outside of the player characters is less important. In those games, the equivalent to make Apocalypse World seem real is less applicable.

The question then becomes, are there other abstract, high level goals of OSR play apart from these three agendas, or do these three agendas suffice? I think there are two potential candidates. The first involves exploration and the gradual discovery or revelation of wondrous landscapes. Attack ships on fire off the shoulder of Orion. The inky expanse of an underground sea. The second involves navigating fictional challenges using creative problem solving and teamwork. The first potentially falls under playing to find out what happens and making the world seem real, though I can imagine a satisfying game of Apocalypse World never leaving, for example, a refugee camp. So even though some of the principles, which I will discuss in later posts, may naturally fit with exploratory play, the agendas do not in and of themselves demand exploration. The second also probably deserves a separate agenda statement, if one were to write the OSR referee equivalent of the MC chapter.

Panel from Berserk chapter 93

One final note. So far I have mostly been discussing the applicability of Apocalypse World methods structurally rather than in terms of content. Much of the fictional content presented by Apocalypse World may be absent from OSR settings, such as guns, vague memories of our present world, cigarettes, napalm, and so forth. That said, D&D is the apocalypse. A points of light setting, which describes many D&D settings, where danger and adventure surround small areas of safety, would be the natural outcome of life after an apocalypse. Examples of stories in other media that feel most D&D to me are often post-apocalyptic or post-apocalyptic adjacent, such as The Walking Dead, early episodes of Lost, the Blame! anime, Vance’s Dying Earth stories, Berserk after the Advent, The Book of the New Sun, and all the Dark Souls video games. So while the cosmetic details might vary if your setting includes elves, knights, longbows, or riding velociraptors rather than bikers, automatic weapons, and Fury Road battle cars, there may be more similarities than differences once you get past the surface associations.

Apocalypse World provides some of the best statements I know of regarding several aspects of play that I find particularly rewarding. However, Apocalypse World also has a reputation, especially around the dives I frequent, of prioritizing dramatic development and focusing on shared narrative authority rather than facilitating fictional challenges. While some of these assumptions have a grain of truth, the bulk of the text is, in my opinion, tremendously useful for OSR games, or at least the kinds of games I run, whatever you want to call them. So I plan to write a handful of posts highlighting some of the acumen I see in Apocalypse World.

Though Apocalypse World the text is for the referee (the subtitle is The Master of Ceremonies, which is the game’s term for referee), the order of chapters seems focused on players, perhaps in an attempt to build interest by sketching an evocative setting, barfing forth apocalyptica in the game’s own lingo. This ordering does the text no favors, because it buries the bulk of insight regarding running games under reams of character class descriptions and powers, the playbooks. So I will be reading the text here in my preferred order, beginning with the Master of Ceremonies chapter.

My interest in running a game where I do everything Apocalypse World directs and nothing else is relatively low. As with all game paraphernalia, I am looking for what I can use rather than a complete, perfect edifice. I treat all game products as tools rather than gospel.

Note on editions

Apocalypse World has two editions: 1st (2010) and 2nd (2016). For my purposes, the differences between the editions are minor, though the second edition’s physical book is nicer. The most notable difference is that 2E replaces fronts with threat maps, which serve a similar purpose but take a slightly different approach. I will be reading the second edition.

Additional resources

If you are curious, I would also read Vincent’s post about concentric game design, by which he means that Apocalypse World is designed to degrade gracefully as you progressively ignore the rules that are less fundamental. Finally, I want to provide a shoutout to Jason D’Angelo’s long series of posts on Google Plus, The Daily Apocalypse, in which he undertakes a close read of Apocalypse World. This volume of commentary would probably be overwhelming for someone with only casual interest, but I find it useful so there you go.